214 lines
4.9 KiB
C
214 lines
4.9 KiB
C
/*
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Copyright (C) 2015-2018 Parallel Realities
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "starSystems.h"
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static void loadMissions(StarSystem *starSystem);
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static StarSystem *loadStarSystem(cJSON *starSystemJSON);
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void initStarSystems(void)
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{
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cJSON *root, *node;
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char *text;
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StarSystem *starSystem, *tail;
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tail = &game.starSystemHead;
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text = readFile("data/galaxy/starSystems.json");
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root = cJSON_Parse(text);
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for (node = cJSON_GetObjectItem(root, "starSystems")->child ; node != NULL ; node = node->next)
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{
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starSystem = loadStarSystem(node);
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tail->next = starSystem;
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tail = starSystem;
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}
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cJSON_Delete(root);
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free(text);
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}
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static StarSystem *loadStarSystem(cJSON *starSystemJSON)
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{
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StarSystem *starSystem;
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starSystem = malloc(sizeof(StarSystem));
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memset(starSystem, 0, sizeof(StarSystem));
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STRNCPY(starSystem->name, cJSON_GetObjectItem(starSystemJSON, "name")->valuestring, MAX_NAME_LENGTH);
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starSystem->side = lookup(cJSON_GetObjectItem(starSystemJSON, "side")->valuestring);
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starSystem->x = cJSON_GetObjectItem(starSystemJSON, "x")->valueint;
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starSystem->y = cJSON_GetObjectItem(starSystemJSON, "y")->valueint;
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starSystem->fallsToPandorans = getJSONValue(starSystemJSON, "fallsToPandorans", 0);
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starSystem->type = (starSystem->side != SIDE_PANDORAN) ? SS_NORMAL : SS_PANDORAN;
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if (strcmp(starSystem->name, "Sol") == 0)
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{
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starSystem->type = SS_SOL;
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}
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starSystem->missionHead.completed = 1;
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loadMissions(starSystem);
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starSystem->x *= 3;
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starSystem->y *= 3;
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return starSystem;
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}
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static void loadMissions(StarSystem *starSystem)
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{
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int i, count;
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char name[MAX_NAME_LENGTH];
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char path[MAX_FILENAME_LENGTH];
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char **filenames;
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Mission *mission, *tail;
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tail = &starSystem->missionHead;
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STRNCPY(name, starSystem->name, MAX_NAME_LENGTH);
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for (i = 0 ; name[i] ; i++)
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{
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name[i] = tolower(name[i]);
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}
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sprintf(path, "data/missions/%s", name);
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filenames = getFileList(path, &count);
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for (i = 0 ; i < count ; i++)
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{
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sprintf(path, "data/missions/%s/%s", name, filenames[i]);
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mission = loadMissionMeta(path);
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if (mission)
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{
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tail->next = mission;
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tail = mission;
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}
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free(filenames[i]);
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}
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free(filenames);
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}
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StarSystem *getStarSystem(char *name)
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{
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StarSystem *starSystem;
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for (starSystem = game.starSystemHead.next ; starSystem != NULL ; starSystem = starSystem->next)
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{
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if (strcmp(starSystem->name, name) == 0)
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{
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return starSystem;
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}
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}
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return NULL;
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}
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void updateStarSystemMissions(void)
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{
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StarSystem *starSystem;
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Mission *mission, *prev;
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game.completedMissions = game.totalMissions = game.availableMissions = 0;
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for (starSystem = game.starSystemHead.next ; starSystem != NULL ; starSystem = starSystem->next)
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{
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starSystem->completedMissions = starSystem->availableMissions = starSystem->totalMissions = 0;
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for (mission = starSystem->missionHead.next ; mission != NULL ; mission = mission->next)
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{
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starSystem->totalMissions++;
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if (starSystem->type == SS_NORMAL && !mission->isOptional)
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{
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game.totalMissions++;
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}
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if (mission->completed)
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{
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starSystem->completedMissions++;
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if (starSystem->type == SS_NORMAL && !mission->isOptional)
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{
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game.completedMissions++;
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}
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}
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}
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}
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for (starSystem = game.starSystemHead.next ; starSystem != NULL ; starSystem = starSystem->next)
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{
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prev = &starSystem->missionHead;
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for (mission = starSystem->missionHead.next ; mission != NULL ; mission = mission->next)
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{
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mission->available = starSystem->type == SS_SOL || isMissionAvailable(mission, prev);
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if (mission->available)
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{
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starSystem->availableMissions++;
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if (starSystem->type == SS_NORMAL && !mission->isOptional)
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{
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game.availableMissions++;
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}
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if (!mission->completed)
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{
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starSystem->activeMission = mission;
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}
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}
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prev = mission;
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}
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sprintf(starSystem->description, _("[ %s ] [ Missions %d / %d ]"), starSystem->name, starSystem->completedMissions, starSystem->availableMissions);
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}
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}
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void destroyStarSystems(void)
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{
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StarSystem *starSystem;
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Mission *mission;
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while (game.starSystemHead.next)
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{
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starSystem = game.starSystemHead.next;
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while (starSystem->missionHead.next)
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{
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mission = starSystem->missionHead.next;
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starSystem->missionHead.next = mission->next;
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free(mission);
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}
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game.starSystemHead.next = starSystem->next;
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free(starSystem);
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}
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}
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